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Adapting a Virtual Assistant Device to Support the Interaction with Elderly People.

, , and . ICT4AWE, page 291-298. SCITEPRESS, (2020)

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Modeling storytelling to be used in educational video games., , , , and . Comput. Hum. Behav., (2014)Computational Playful Strategy to Measure the Level of Technological Acceptance by Older Adults., , , and . HCI-COLLAB, volume 1877 of Communications in Computer and Information Science, page 109-120. Springer, (2023)Design of Adaptative Video Game Interfaces: A Practical Case of Use in Special Education., , , and . CADUI, page 71-76. Springer, (2008)Playability: How to Identify the Player Experience in a Video Game., , and . INTERACT (1), volume 5726 of Lecture Notes in Computer Science, page 356-359. Springer, (2009)Using Videogames in Special Education., , and . EUROCAST, volume 4739 of Lecture Notes in Computer Science, page 360-367. Springer, (2007)Collaborative Learning by Means of Video Games: An Entertainment System in the Learning Processes., , and . ICALT, page 215-217. IEEE Computer Society, (2009)Designing Co-operative Systems for Human Collaboration., , , and . COOP, page 399-410. IOS Press, (2000)Towards Spatial Specification of Interactive System., , and . Eurographics (Short Presentations), Eurographics Association, (1999)Descriptive theory of awareness for groupware development., , , , , and . J. Ambient Intell. Humaniz. Comput., 10 (12): 4789-4818 (2019)From CSCL to VGSCL - A New Approximation to Collaborative Learning., , , , and . CSEDU (2), page 329-334. INSTICC Press, (2009)978-989-8111-82-1.